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//! Data types for the GBA's MMIO and such. //! //! These data types can actually be used on any machine you like, not just the //! GBA. They're probably not very useful on other machines, but who knows. use super::{newtype, newtype_enum}; use gba_proc_macro::phantom_fields; newtype_enum! { /// The six display modes available on the GBA. DisplayMode = u16, /// * Affine: No /// * Layers: 0/1/2/3 /// * Size(px): 256x256 to 512x512 /// * Tiles: 1024 /// * Palette Modes: 4bpp or 8bpp Mode0 = 0, /// * BG0 / BG1: As Mode0 /// * BG2: As Mode2 Mode1 = 1, /// * Affine: Yes /// * Layers: 2/3 /// * Size(px): 128x128 to 1024x1024 /// * Tiles: 256 /// * Palette Modes: 8bpp Mode2 = 2, /// * Affine: Yes /// * Layers: 2 /// * Size(px): 240x160 (1 page) /// * Bitmap /// * Full Color Mode3 = 3, /// * Affine: Yes /// * Layers: 2 /// * Size(px): 240x160 (2 pages) /// * Bitmap /// * Palette Modes: 8bpp Mode4 = 4, /// * Affine: Yes /// * Layers: 2 /// * Size(px): 160x128 (2 pages) /// * Bitmap /// * Full Color Mode5 = 5, } newtype!( /// Configuration for the display control register. /// /// * 0-2: `DisplayMode` /// * 3: CGB mode flag /// * 4: Display frame 1 (Modes 4/5 only) /// * 5: "hblank interval free", allows full access to OAM during hblank /// * 6: Object tile memory 1-dimensional /// * 7: Force vblank /// * 8: Display bg0 layer /// * 9: Display bg1 layer /// * 10: Display bg2 layer /// * 11: Display bg3 layer /// * 12: Display objects layer /// * 13: Window 0 display /// * 14: Window 1 display /// * 15: Object window DisplayControl, u16 ); #[allow(missing_docs)] impl DisplayControl { phantom_fields! { self.0: u16, mode: 0-2=DisplayMode<Mode0, Mode1, Mode2, Mode3, Mode4, Mode5>, frame1: 4, hblank_interval_free: 5, oam_memory_1d: 6, force_vblank: 7, bg0: 8, bg1: 9, bg2: 10, bg3: 11, obj: 12, win0: 13, win1: 14, obj_window: 15, } } newtype!( /// Display Status and interrupt settings. /// /// * 0: currently in vblank (read only) /// * 1: currently in hblank (read only) /// * 2: vcounter matches current setting (read only) /// * 3: vblank interrupt enable /// * 4: hblank interrupt enable /// * 5: vcounter interrupt enable /// * 8-15: vcount setting. /// /// "Although the drawing time is only 960 cycles (240*4), the H-Blank flag is /// "0" for a total of 1006 cycles." -gbatek DisplayStatus, u16 ); #[allow(missing_docs)] impl DisplayStatus { phantom_fields! { self.0: u16, vblank_flag: 0, hblank_flag: 1, vcounter_flag: 2, vblank_irq_enable: 3, hblank_irq_enable: 4, vcounter_irq_enable: 5, vcount_setting: 8-15, } } newtype! { /// Allows configuration of a background layer. /// /// Bits 0-1: BG Priority (lower number is higher priority, like an index) /// Bits 2-3: Character Base Block (0 through 3, 16k each) /// Bit 6: Mosaic mode /// Bit 7: is 8bpp /// Bit 8-12: Screen Base Block (0 through 31, 2k each) /// Bit 13: Display area overflow wraps (otherwise transparent, affine BG only) /// Bit 14-15: Screen Size (details depend on Text/Affine mode) BackgroundControl, u16 } #[allow(missing_docs)] impl BackgroundControl { phantom_fields! { self.0: u16, bg_priority: 0-1, char_base_block: 2-3, mosaic: 6, is_8bpp: 7, screen_base_block: 8-12, affine_display_overflow_wrapping: 13, size: 14-15, } } newtype! { /// Allows control of the Mosaic effect. /// /// Values are the _increase_ for each top-left pixel to be duplicated in the /// final result. If you want to duplicate some other pixel than the top-left, /// you can offset the background or object by an appropriate amount. /// /// 0) No effect (1+0) /// 1) Each pixel becomes 2 pixels (1+1) /// 2) Each pixel becomes 3 pixels (1+2) /// 3) Each pixel becomes 4 pixels (1+3) /// /// * Bits 0-3: BG mosaic horizontal increase /// * Bits 4-7: BG mosaic vertical increase /// * Bits 8-11: Object mosaic horizontal increase /// * Bits 12-15: Object mosaic vertical increase Mosaic, u16 } #[allow(missing_docs)] impl Mosaic { phantom_fields! { self.0: u16, bg_horizontal_inc: 0-3, bg_vertical_inc: 4-7, obj_horizontal_inc: 8-11, obj_vertical_inc: 12-15, } } newtype! { /// A two-byte fixed point value. /// /// * Signed /// * 7 integral bits /// * 8 fractional bits (x/256) #[allow(bad_style)] FP_I_7_8, pub i16 } newtype! { /// A four-byte fixed point value. /// /// * Signed /// * 19 integral bits (bits above are ignored) /// * 8 fractional bits (x/256) #[allow(bad_style)] FP_I_19_8, pub i32 } newtype! { /// Horizontal control for Window effect. /// /// * x1: Leftmost window edge (8-bit) /// * x2: Rightmost window edge +1 (8-bit) WindowHorizontal, u16 } #[allow(missing_docs)] impl WindowHorizontal { phantom_fields! { self.0: u16, x1: 8-15, x2: 0-7, } } newtype! { /// Vertical control for Window effect. /// /// * y1: Leftmost window edge (8-bit) /// * y2: Rightmost window edge +1 (8-bit) WindowVertical, u16 } #[allow(missing_docs)] impl WindowVertical { phantom_fields! { self.0: u16, y1: 8-15, y2: 0-7, } } newtype! { /// Controls the interior of windows 0 and 1. /// /// * 0-3: Win0 BG0 through BG3 enable /// * 4: Win0 OBJ enable /// * 5: Win0 color special effect enable /// * 8-11: Win0 BG0 through BG3 enable /// * 12: Win0 OBJ enable /// * 13: Win0 color special effect enable WindowIn, u16 } #[allow(missing_docs)] impl WindowIn { phantom_fields! { self.0: u16, win0_bg0: 0, win0_bg1: 1, win0_bg2: 2, win0_bg3: 3, win0_obj: 4, win0_color_effect: 5, win1_bg0: 8, win1_bg1: 9, win1_bg2: 10, win1_bg3: 11, win1_obj: 12, win1_color_effect: 13, } } newtype! { /// Controls outside of the windows and the OBJ window. /// /// * 0-3: Outside Window BG0 through BG3 enable /// * 4: Outside Window OBJ enable /// * 5: Outside Window color special effect enable /// * 8-11: OBJ Window BG0 through BG3 enable /// * 12: OBJ Window OBJ enable /// * 13: OBJ Window color special effect enable WindowOut, u16 } #[allow(missing_docs)] impl WindowOut { phantom_fields! { self.0: u16, outside_bg0: 0, outside_bg1: 1, outside_bg2: 2, outside_bg3: 3, outside_obj: 4, outside_color_effect: 5, win_obj_bg0: 8, win_obj_bg1: 9, win_obj_bg2: 10, win_obj_bg3: 11, win_obj_obj: 12, win_obj_color_effect: 13, } } newtype_enum! { /// What color special effect to apply to selected pixels. ColorSpecialEffect = u16, /// No color effect. None = 0, /// 1st and 2nd targets mixed. AlphaBlend = 1, /// 1st target moves toward white BrightnessIncrease = 2, /// 2nd target moves toward black BrightnessDecrease = 3, } newtype! { /// Controls the color special effect /// /// * 0-5: 1st target pixel selections /// * 6-7: color special effect /// * 8-13: 2nd target pixel selections /// /// "1st target" picks the top-most pixel among the selections, and then "2nd /// target" will pick the pixel underneath that. The "2nd target" only matters /// if you've selected the AlphaBlend effect. /// /// For the names, note that BD = Backdrop (the color when nothing at all is /// drawn from any background or object). BlendControl, u16 } #[allow(missing_docs)] impl BlendControl { phantom_fields! { self.0: u16, bg0_1st_target: 0, bg1_1st_target: 1, bg2_1st_target: 2, bg3_1st_target: 3, obj_1st_target: 4, bd_1st_target: 5, color_special_effect: 6-7=ColorSpecialEffect<None, AlphaBlend, BrightnessIncrease, BrightnessDecrease>, bg0_2nd_target: 8, bg1_2nd_target: 9, bg2_2nd_target: 10, bg3_2nd_target: 11, obj_2nd_target: 12, bd_2nd_target: 13, } } newtype! { /// Controls alpha blend. /// /// Both fields are x/16, but values above 16 are capped at 16/16. /// /// For each color channel of an affected 1st target pixel with a valid 2nd /// target pixel the final channel value is as follows: /// /// * `I = min(31, I_1st * EVA + I_2nd * EVB)` /// /// If the blend mode isn't set to `AlphaBlend`, or if the 1st target and 2nd /// target combination isn't valid for this pixel location then this register /// has no effect at all. BlendAlpha, u16 } #[allow(missing_docs)] impl BlendAlpha { phantom_fields! { self.0: u16, eva_coefficient: 0-4, evb_coefficient: 8-12, } } newtype! { /// Controls brightness blend. /// /// This is x/16, but values above 16 are capped at 16/16. /// /// For each color channel of an affected 1st target pixel the final channel /// value is as follows: /// /// * **Increase:** `I = I_1st + (31 - I_1st) * EVY` /// * **Decrease:** `I = I_1st - I_1st * EVY` /// /// If the blend mode isn't set to `BrightnessIncrease` or /// `BrightnessDecrease` this register has no effect at all. BlendBrightness, u16 } #[allow(missing_docs)] impl BlendBrightness { phantom_fields! { self.0: u16, evy_coefficient: 0-4, } } newtype! { /// Controls the sweep effect (Pulse A only). /// /// * 0-2: Shift number /// * 3: Sweep is decreasing or increasing /// * 4-6: Time per sweep. Units of `x/128` sec aka `x * 7.8` ms /// /// If sweep is disabled by setting sweep time to 0, the sweep should also be /// set to decreasing mode. Sweep, u8 } #[allow(missing_docs)] impl Sweep { phantom_fields! { self.0: u8, shift_num: 0-2, decreasing: 3, timer: 4-6, } } newtype_enum! { /// How much of the pulse wave should be the "active" value. PulseDutyPattern = u16, /// 1/8th (12.5%) Eighth = 0, /// 1/4th (25%) Quarter = 1, /// 1/2 (50%) Half = 2, /// 3/4ths (75%). This sounds the same as the 25% mode. ThreeQuarters = 3, } newtype! { /// Combines the main pulse voice effects into a single setting. /// /// * 0-5 (wo): Sound length, `(64-n)/256` seconds /// * 6-7: Pulse Duty /// * 8-10: Time per envelope step: `x/64` sec, or 0 for no envelope. /// * 11: If the envelope is increasing or decreasing. /// * 12-15: Initial envelope volume (0 = no sound) DutyLenEnvelope, u16 } #[allow(missing_docs)] impl DutyLenEnvelope { phantom_fields! { self.0: u16, length: 0-5, duty: 6-7=PulseDutyPattern<Eighth, Quarter, Half, ThreeQuarters>, envelope_time: 8-10, envelope_increasing: 11, initial_volume: 12-15, } } newtype! { /// Frequency and master control settings /// /// * 0-10 (wo): Frequency `131072/(2048-n)` Hz /// * 14: Stop output when length expires /// * 15 (wo): Initialize/restart this sound PulseFrequencyControl, u16 } #[allow(missing_docs)] impl PulseFrequencyControl { phantom_fields! { self.0: u16, frequency: 0-10, timeout_enabled: 14, init_restart: 15, } } newtype! { /// Controls how the Wave RAM is accessed, and if the sound plays at all. /// /// * 5: true, playback runs through both banks as a 64 digit loop. false, /// playback runs though just a single bank as a 32 digit loop. /// * 6: true selects bank 1 for playback, false selects bank 0. /// * 7: Wave sound is enabled. WaveInitRAMControl, u8 } #[allow(missing_docs)] impl WaveInitRAMControl { phantom_fields! { self.0: u8, use_both_banks: 5, use_bank_1: 6, playback: 7, } } newtype_enum! { /// How loudly the Wave output should play WaveVolume = u16, /// No sound Zero = 0, /// 100% sound Full = 1, /// 50% sound Half = 2, /// 25% sound Quarter = 3, } newtype! { /// Length and Volume controls for the Wave output. /// /// * 0-7 (wo): Sound Length: `(256-n)/256` seconds /// * 13-14: Volume Mode /// * 15: Override above and use 75% WaveLengthVolume, u16 } #[allow(missing_docs)] impl WaveLengthVolume { phantom_fields! { self.0: u16, length: 0-7, volume: 13-14=WaveVolume<Zero, Full, Half, Quarter>, override_75percent: 15, } } newtype! { /// Wave output frequency and master control settings. /// /// * 0-10 (wo): Sample Rate `2097152/(2048-n)` Hz /// * 14: Stop output when length expires /// * 15 (wo): Initialize / restart the sound. WaveFrequencyControl, u16 } #[allow(missing_docs)] impl WaveFrequencyControl { phantom_fields! { self.0: u16, sample_rate: 0-10, use_timeout: 14, initialize: 15, } } newtype! { /// Length and envelope controls for the Noise output /// /// * 0-5 (wo): sound length `(64-n)/256` seconds /// * 8-10: Envelope step time, `n/64` seconds, 0 for off. /// * 11: Envelope increasing /// * 12-15: Envelope initial volume LengthEnvelope, u16 } #[allow(missing_docs)] impl LengthEnvelope { phantom_fields! { self.0: u16, length: 0-5, step_time: 8-10, envelope_increasing: 11, initial_volume: 12-15, } } newtype! { /// Noise channel frequency and master control setting /// /// Frequency is `524288 / r / 2^(s+1)` Hz. For r=0 assume r=0.5 instead. /// /// * 0-2: divide ratio `r` /// * 3: Use a 7-bit counter (true) or 15-bit counter (false) /// * 4-7: shift clock frequency `s` /// * 14: Stop output when length expires /// * 15 (wo): Initialize / restart the sound. NoiseFrequencyControl, u16 } #[allow(missing_docs)] impl NoiseFrequencyControl { phantom_fields! { self.0: u16, divide_ratio: 0-2, counter_is_7bit: 3, shift_clock_frequency: 4-7, length_flag: 14, initialize: 15, } } newtype! { /// Allows setting of the `SOUNDBIAS` register. /// /// * 1-9: Bias level, defaults to 0x100 /// * 14-15: Amplitude resolution: 9 bits _minus_ this value. Soundbias, u16 } #[allow(missing_docs)] impl Soundbias { phantom_fields! { self.0: u16, bias_level: 1-9, amplitude_resolution: 14-15, } } newtype! { /// Controls left and right sound outputs. /// /// * 0-2: Master Right Volume /// * 4-6: Master Left Volume /// * 8: Pulse A right /// * 9: Pulse B right /// * 10: Wave right /// * 11: Noise right /// * 12: Pulse A left /// * 13: Pulse B left /// * 14: Wave left /// * 15: Noise left StereoControl, u16 } #[allow(missing_docs)] impl StereoControl { phantom_fields! { self.0: u16, volume_right: 0-2, volume_left: 4-6, pulse_a_right: 8, pulse_b_right: 9, wave_right: 10, noise_right: 11, pulse_a_left: 12, pulse_b_left: 13, wave_left: 14, noise_left: 15, } } newtype_enum! { /// How loudly the non-DMA sound should play NonDMASoundVolume = u16, /// 25% volume Quarter = 0, /// 50% volume Half = 1, /// 100% volume Full = 2, } newtype! { /// Controls DMA Sound mixing. /// /// * 0-1: non-dma sound level: quarter, half, or full. /// * 2: DMA sound A full (true) or half (false) /// * 3: DMA sound B full (true) or half (false) /// * 8: DMA sound A enabled right /// * 9: DMA sound A enabled left /// * 10: DMA sound A timer 1 (true) or timer 0 (false) /// * 11 (wo): Reset FIFO A /// * 12: DMA sound B enabled right /// * 13: DMA sound B enabled left /// * 14: DMA sound B timer 1 (true) or timer 0 (false) /// * 15 (wo): Reset FIFO B DMAMixer, u16 } #[allow(missing_docs)] impl DMAMixer { phantom_fields! { self.0: u16, non_dma_volume: 0-1=NonDMASoundVolume<Quarter,Half,Full>, dma_a_full: 2, dma_b_full: 3, dma_a_right: 8, dma_a_left: 9, dma_a_timer1: 10, dma_a_reset_fifo: 11, dma_b_right: 12, dma_b_left: 13, dma_b_timer1: 14, dma_b_reset_fifo: 15, } } newtype! { /// Allows setting of the `SOUND_STATUS_ENABLE` register. /// /// * 0 (ro): Pulse A is active /// * 1 (ro): Pulse B is active /// * 2 (ro): Wave is active /// * 3 (ro): Noise is active /// * 7: sound master enable SoundStatusMaster, u16 } #[allow(missing_docs)] impl SoundStatusMaster { phantom_fields! { self.0: u16, bias_level: 1-9, amplitude_resolution: 14-15, } } newtype_enum! { /// Controls the change in DMA destination address DestAddressControl = u16, #[allow(missing_docs)] Increment = 0, #[allow(missing_docs)] Decrement = 1, #[allow(missing_docs)] Fixed = 2, #[allow(missing_docs)] IncrementReload = 3, } #[allow(missing_docs)] newtype_enum! { /// Controls the change in DMA source address SourceAddressControl = u16, #[allow(missing_docs)] Increment = 0, #[allow(missing_docs)] Decrement = 1, #[allow(missing_docs)] Fixed = 2, } newtype_enum! { /// Controls DMA starting time StartTiming = u16, /// This actually takes 2 clock cycles Immediately = 0, /// Trigger on VBlank VBlank = 1, /// Trigger on HBlank HBlank = 2, /// Varies by DMA unit: /// /// * 0: Prohibited /// * 1 or 2: Sound FIFO /// * 3: Video Capture Special = 3, } newtype! { /// Configures a DMA unit. /// /// * 5-6: destination address control /// * 7-8: source address control /// * 9: DMA repeat /// * 10: DMA transfer type /// * 12-13: DMA start timing /// * 14: Interrupt when DMA ends /// * 15: DMA Enable /// /// DRQ is only for special game pak units, and so it isn't supported by this /// type. DMAControl, u16 } #[allow(missing_docs)] impl DMAControl { phantom_fields! { self.0: u16, dest_address_ctrl: 5-6=DestAddressControl<Increment, Decrement, Fixed, IncrementReload>, src_address_ctrl: 7-8=SourceAddressControl<Increment, Decrement, Fixed>, dma_repeats: 9, dma_is_32bit: 10, dma_start_time: 12-13=StartTiming<Immediately, VBlank, HBlank, Special>, irq_at_end: 14, dma_enable: 15, } } newtype_enum! { /// Controls DMA starting time TimerTickRate = u8, /// Once every CPU cycle CPU1 = 0, /// Once per 64 CPU cycles CPU64 = 1, /// Once per 256 CPU cycles CPU256 = 2, /// Once per 1,024 CPU cycles CPU1024 = 3, } newtype! { /// Controls one of the four Timer units. /// /// * 0-1: Tick however many CPU cycles /// * 2: Instead of above, tick once per lower timer overflow (useless with /// Timer0). /// * 6: Interrupt when this timer overflows /// * 7: Enable bit. /// /// Each timer also has a "reload" (WO) and "counter" (RO). A timer's "reload" /// value gets copied into the "counter" value every time that it overflows, /// or any time that the enable bit goes from 0 to 1. TimerControl, u8 } #[allow(missing_docs)] impl TimerControl { phantom_fields! { self.0: u8, tick_rate: 0-1=TimerTickRate<CPU1, CPU64, CPU256, CPU1024>, cascade: 2, overflow_irq: 6, enabled: 7, } } newtype! { /// This is the GBA's _native_ key reading value. /// /// The term "native" here means "low-active". In other words, `false` == /// "pressed", and `true` is "released". /// /// You probably actually want to have "normal" style key data, where `false` /// == "released" and `true` == "pressed". To get this you must XOR the lower /// 10 bits of the inner value: /// /// ``` /// # use gba_hal::data::*; /// # let key_input = KeyInput::default(); /// let high_active_keys_value = key_input.0 ^ 0b11_1111_1111; /// ``` /// /// That's not provided by this crate because this crate sticks to minimal /// declarations. You can of course use the [gba](https://docs.rs/gba) crate /// for this and other helpful higher level abstractions. /// /// The bits are as follows: /// /// * 0: a /// * 1: b /// * 2: select /// * 3: start /// * 4: right /// * 5: left /// * 6: up /// * 7: down /// * 8: r /// * 9: l KeyInput, pub u16 } #[allow(missing_docs)] impl KeyInput { phantom_fields! { self.0: u16, a_released: 0, b_released: 1, select_released: 2, start_released: 3, right_released: 4, left_released: 5, up_released: 6, down_released: 7, r_released: 8, l_released: 9, } } newtype! { /// Affects when a key interrupt is triggered. /// /// This is intended for bringing the GBA out of the very-low-power mode, not /// for general input. /// /// * There's one bit per button, matching the bits of the /// [KeyInput](KeyInput) type. /// * 14: Key interrupts enabled /// * 15: `true` if all selected keys must be pressed to trigger the interrupt /// (Logical AND), `false` if any selected key can be pressed to trigger the /// interrupt (Logical OR). KeyControl, u16 } #[allow(missing_docs)] impl KeyControl { phantom_fields! { self.0: u16, a: 0, b: 1, select: 2, start: 3, right: 4, left: 5, up: 6, down: 7, r: 8, l: 9, irq_enabled: 14, require_all_selected_keys: 15, } } newtype! { /// This controls what types of interrupts can fire. /// /// Note that for each type of interrupt given here, there's also an interrupt /// flag in that item's IO control registers. For example, there's a VBlank /// interrupt flag here, and another VBlank interrupt flag in the /// [DisplayStatus](DisplayStatus). The locations vary by interrupt category. /// /// In any case, BOTH flags have to be set (as well as `IME`) for the /// interrupt to _actually_ happen at the appropriate time. /// /// * 0: VBlank /// * 1: HBlank /// * 2: VCounter Match /// * 3: Timer 0 Overflow /// * 4: Timer 1 Overflow /// * 5: Timer 2 Overflow /// * 6: Timer 3 Overflow /// * 7: Serial Communication /// * 8: DMA 0 Completed /// * 9: DMA 1 Completed /// * 10: DMA 2 Completed /// * 11: DMA 3 Completed /// * 12: Keypad /// * 13: Game Pak InterruptEnable, u16 } #[allow(missing_docs)] impl InterruptEnable { phantom_fields! { self.0: u16, vblank: 0, hblank: 1, vcounter: 2, timer0: 3, timer1: 4, timer2: 5, timer3: 6, serial: 7, dma0: 8, dma1: 9, dma2: 10, dma3: 11, keypad: 12, game_pak: 13, } } newtype! { /// Interrupt Requested Flags. GBATEK `IF` register. /// /// This has the same bit layout as the [InterruptEnable](InterruptEnable) /// type, but this type is used to either check what interrupts are pending /// (`IRQ_PENDING`) or acknowledge an interrupt as processed /// (`IRQ_ACKNOWLEDGE`). /// /// It may seem strange, but to acknowledge an interrupt as having been /// processed, you need to **set** that bit (and only that bit), even though /// it's already an active bit. /// /// The full story of how to do interrupt handling properly is beyond the /// scope of this comment, but that's the basics. InterruptRequestFlags, u16 } #[allow(missing_docs)] impl InterruptRequestFlags { phantom_fields! { self.0: u16, vblank: 0, hblank: 1, vcounter: 2, timer0: 3, timer1: 4, timer2: 5, timer3: 6, serial: 7, dma0: 8, dma1: 9, dma2: 10, dma3: 11, keypad: 12, game_pak: 13, } } newtype! { /// Color values on the GBA. Color, pub u16 } #[allow(missing_docs)] impl Color { phantom_fields! { self.0: u16, red: 0-4, green: 5-9, blue: 10-14, } } newtype! { /// 0th part of an object's attributes. /// /// * Bits 0-7: row-coordinate /// * Bits 8-9: Rendering style: Normal, Affine, Disabled, Double Area Affine /// * Bits 10-11: Object mode: Normal, SemiTransparent, Object Window /// * Bit 12: Mosaic /// * Bit 13: is 8bpp /// * Bits 14-15: Object Shape: Square, Horizontal, Vertical OBJAttr0, u16 } #[allow(missing_docs)] impl OBJAttr0 { phantom_fields! { self.0: u16, row_coordinate: 0-7, obj_rendering: 8-9=ObjectRender<Normal, Affine, Disabled, DoubleAreaAffine>, obj_mode: 10-11=ObjectMode<Normal, SemiTransparent, OBJWindow>, mosaic: 12, is_8bpp: 13, obj_shape: 14-15=ObjectShape<Square, Horizontal, Vertical>, } } /// What style of rendering for this object #[derive(Debug, Clone, Copy, PartialEq, Eq)] #[repr(u16)] pub enum ObjectRender { /// Standard, non-affine rendering Normal = 0, /// Affine rendering Affine = 1, /// Object disabled (saves cycles for elsewhere!) Disabled = 2, /// Affine with double render space (helps prevent clipping) DoubleAreaAffine = 3, } /// What mode to ues for the object. #[derive(Debug, Clone, Copy, PartialEq, Eq)] #[repr(u16)] pub enum ObjectMode { /// Show the object normally Normal = 0, /// The object becomes the "Alpha Blending 1st target" (see Alpha Blending) SemiTransparent = 1, /// Use the object's non-transparent pixels as part of a mask for the object /// window (see Windows). OBJWindow = 2, } /// What shape the object's appearance should be. /// /// The specifics also depend on the `ObjectSize` set. #[derive(Debug, Clone, Copy, PartialEq, Eq)] #[repr(u16)] pub enum ObjectShape { /// Equal parts wide and tall Square = 0, /// Wider than tall Horizontal = 1, /// Taller than wide Vertical = 2, } newtype! { /// 1st part of an object's attributes. /// /// * Bits 0-8: column coordinate /// * Bits 9-13: /// * Normal render: Bit 12 holds hflip and 13 holds vflip. /// * Affine render: The affine parameter selection. /// * Bits 14-15: Object Size OBJAttr1, u16 } #[allow(missing_docs)] impl OBJAttr1 { phantom_fields! { self.0: u16, col_coordinate: 0-8, affine_index: 9-13, hflip: 12, vflip: 13, obj_size: 14-15=ObjectSize<Zero, One, Two, Three>, } } /// The object's size. /// /// Also depends on the `ObjectShape` set. #[derive(Debug, Clone, Copy, PartialEq, Eq)] #[repr(u16)] pub enum ObjectSize { /// * Square: 8x8px /// * Horizontal: 16x8px /// * Vertical: 8x16px Zero = 0, /// * Square: 16x16px /// * Horizontal: 32x8px /// * Vertical: 8x32px One = 1, /// * Square: 32x32px /// * Horizontal: 32x16px /// * Vertical: 16x32px Two = 2, /// * Square: 64x64px /// * Horizontal: 64x32px /// * Vertical: 32x64px Three = 3, } newtype! { /// 2nd part of an object's attributes. /// /// * Bits 0-9: Base Tile Index (tile offset from CBB4) /// * Bits 10-11: Priority /// * Bits 12-15: Palbank (if using 4bpp) OBJAttr2, u16 } #[allow(missing_docs)] impl OBJAttr2 { phantom_fields! { self.0: u16, tile_id: 0-9, priority: 10-11, palbank: 12-15, } }